Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

That's a decent suggestion, but it doesn't account for shields tagged <Offhand>. These shields can be equipped even when an actor has a two-handed weapon equipped, so there is always the possibility of equipping something in that slot, even when a two-handed weapon is being used.

Of course, one could say that for a project where shields aren't a thing, or where light shields don't exist this is a good suggestion. I'd like to keep this plugin as cookie-cutter as possible, though, so I don't think I can roll this into the main plugin.

However, for your own personal use, I'd look into the below function from YEP_EquipCore. The function is used to draw the 'empty' slots on the equip scene, and you can add in whatever functionality you need from here.

Window_EquipSlot.prototype.drawEmptySlot = function(wx, wy, ww) {
    this.changePaintOpacity(false);
    var ibw = Window_Base._iconWidth + 4;
    this.resetTextColor();
    this.drawIcon(Yanfly.Icon.EmptyEquip, wx + 2, wy + 2);
    var text = Yanfly.Param.EquipEmptyText;
    this.drawText(text, wx + ibw, wy, ww - ibw);
};

Add in an if condition, and check this._actor.icanMonkeyGrip() or alternatively a (this._actor.equips()[0] && !this._actor.equips()[0]._isTwoHanded) and that should handle what you're looking for.

Might come out a little something like this:

Window_EquipSlot.prototype.drawEmptySlot = function(wx, wy, ww) {
    this.changePaintOpacity(false);
    var ibw = Window_Base._iconWidth + 4;
    this.resetTextColor();
    if (!this._actor.canMonkeyGrip()){
        this.drawIcon(Yanfly.Icon.EmptyEquip, wx + 2, wy + 2);
        var text = "Locked";
        this.drawText(text, wx + ibw, wy, ww - ibw);
    } else {
        this.drawIcon(Yanfly.Icon.EmptyEquip, wx + 2, wy + 2);
        var text = Yanfly.Param.EquipEmptyText;
        this.drawText(text, wx + ibw, wy, ww - ibw);
    }
};

Just paste that code into a blank js file and import it into your plugin manager anywhere below YEP_EquipCore and that should do it.

-Ramza

Thank you!

Should an actor be able to equip a shield and a twohanded weapon at the same time? Shouldn't twohanded "block" <offhand>

That code writes Locked for all equip slots but I think I can take it from here. 

Thanks again.

The intent was that an offhand shield is like a buckler, a tiny shield bolted to the forearm that allows basically full use of the hand for holding other things.

Oh yes this does make sense